TextMessageGet
0x0021bd30 · 279 bytes · unknown
Decompiled
undefined (0 params)
undefined4 * TextMessageGet(char *param_1)
{
int iVar1;
int iVar2;
undefined1 *puVar3;
iVar1 = _V_stricmp(param_1,"__DEMOMESSAGE__");
puVar3 = (undefined1 *)&tm_demomessage;
if (iVar1 != 0) {
iVar1 = _V_stricmp(param_1,"__NETMESSAGE__1");
puVar3 = gNetworkTextMessage;
if (iVar1 != 0) {
iVar1 = _V_stricmp(param_1,"__NETMESSAGE__2");
puVar3 = (undefined1 *)0x341940;
if (iVar1 != 0) {
iVar1 = _V_stricmp(param_1,"__NETMESSAGE__3");
puVar3 = (undefined1 *)0x341980;
if (iVar1 != 0) {
iVar1 = _V_stricmp(param_1,"__NETMESSAGE__4");
puVar3 = (undefined1 *)0x3419c0;
if (iVar1 != 0) {
iVar1 = _V_stricmp(param_1,"__NETMESSAGE__5");
puVar3 = (undefined1 *)0x341a00;
if (iVar1 != 0) {
iVar1 = _V_stricmp(param_1,"__NETMESSAGE__6");
puVar3 = (undefined1 *)0x341a40;
if (iVar1 != 0) {
iVar1 = 0;
if (0 < gMessageTableCount) {
do {
iVar2 = _V_stricmp(param_1,*(char **)(gMessageTable + 0x28 + iVar1 * 0x40));
if (iVar2 == 0) {
return (undefined4 *)(iVar1 * 0x40 + gMessageTable);
}
iVar1 = iVar1 + 1;
} while (iVar1 < gMessageTableCount);
}
puVar3 = (undefined1 *)0x0;
}
}
}
}
}
}
}
return (undefined4 *)puVar3;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
⚠ This function has no mangled symbol — it may be internal/static. The
Linux gamedata field uses @-prefix symbol resolution which
requires an exported mangled name. You'll need a Linux byte signature
for this one (extract via extract_signature.java).
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.